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@@ -297,7 +297,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
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//apply brdf
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//Do it once to save on texture samples
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float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
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- specular *= brdf.x * F + brdf.y;
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+ specular *= (brdf.x + brdf.y)* F;
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//final diffuse color
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float3 diffuse = kD * irradiance * surface.baseColor.rgb;
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